Reworking How the Inventory and Money Work
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This page was last updated ago, on 3 October 2026. Check what it says against the code before relying on it.
CityRP does not make broad changes to what the inventory and a player's money are. Money and inventory items don't drop on death, can't be taken from a player, and aren't split into carried and banked amounts.
Why
The inventory and the wallet are the player's safe store. What a player has built up stays theirs, whatever happens to their character in a firefight, a raid or a disconnect. Proposals that change that, rather than adding something on top of it, would change the role of the inventory and money for every system that touches them.
- Dropping on death, or being stolen: losing carried money or items in one bad moment cuts against Long-Term Growth, where what a player has accumulated should not disappear in one firefight. It also turns every death into a loss, which drives players away from risky roleplay rather than into it.
- Grabbable inventories: being able to take from someone's inventory makes the inventory actionable, which crosses the same line as detecting inventory contents: what is in a player's inventory is never something the world can act on.
- Carried and banked money: splitting money into a wallet that can be lost and a bank that is safe only matters if carried money can be lost, so it stands or falls with the point above. It would also put a trip to a bank between a player and spending their own money, against Meet Players Where They Are.
Adding new ways to move money or items between willing players (a trade window, wiring money) is a different thing and isn't covered here. Neither is what a player has on them, such as a drawn weapon, which the world can already see and act on.
Localised inventory is one specific form of this, turned down in 2020.
Prior requests
- #728: "Whole new inventory / banking system" (ARC Bank with interest, group accounts, and carried money dropping on death)